Poor Demeter has been left out in the cold too long! Of course, it does makes some sense. The mythology surrounding her is varied and her powers are among the most eclectic of the Olympians. That still has not stopped me from having an entirely unqualified opinion of what she might be like in the game.
While not perfect, I do hope it stirs some sort of conversation around this forgotten gem. Please, do give comments and advice if there is any you care to give. I am far from a game developer and have tried to match these to the strengths of other abilities, but that is no guarantee these would work.
Demeter
Appearance: Whatever you will. Incorporate wheat somewhere, obviously. A preferably more natural fibre looking outfit in more earth tones with highlights of gold and a more flowing look. Capes are always appreciated (poor Hades is swishing all alone).
Weapon: A scythe, but with a glowing ranged energy orb like Aphrodite, Hades, Hermes, etc.
Concept: She's a ranged god who turns the world against her enemies.
Beginning Statistics:
Health - 7100 - 77,000
Strength - 190 - 3,900
Attack Rate - 1s
Range - 550
Speed - 19
Abilities:
1 Alt - Harvest - Demeter brings forth spawning patches of wheat fields in empty spaces around her that enemies cannot move through (similar to decorations that must be destroyed and distract troops). They remain in place until destroyed by defenders. Acting as a distraction method, I imagine the range would be rather short and the fields having a time they can pop up. In the vein of decorations, each field would have somewhere between 50 - 150 health. The power and unit health would increase at a higher rate than the area increases and recharge decreases.
(An alternative concept to this would be a lesser version of the number of fields created, but have them be indestructible/unnoticed by troops and have defenders able to pass through them, but slow the speed of those units passing through by a certain amount while they are in the fields.)
Power: 500 - 7500
Unit Health: 50 - 250
Area: 800 - 1300
Recharge: 14 seconds
1 Alt - Spring - Demeter brings good health and plentiful food to those around her with the coming of spring. The gods and men around her regain their vigour and enjoy the fruits of springtime. All attackers within her radius gain a small percentage of their health back each second they are in range. Harvest might be a bit complicated, so this is a simpler alternative power. A less powerful version of healing light, this would have an effect on all troops in a range based on a percentage of health.
Power: 0.1%/sec - 0.85%/sec
Area: 800 - 1600
Duration: 5 - 9 seconds
Recharge: 14 Seconds
2 - Frost/Winter - Demeter curses the buildings of the city with a freezing frost of winter, causing them to stop working for a short period of time. They are not permanently converted like with Aphrodite and not damaged like with rot, but a slow spreading effect stops them from shooting fire/arrows/boulders/etc. or spawning troops. Would not have an impact on monuments or houses. As more buildings are changed, the spread is random. The range would increase most quickly, followed by the power and duration.
Power: 1 - 7 buildings
Range: 250 - 900
Duration: 5 Seconds - 8.5 seconds
Recharge: 14 seconds - 10 seconds
Ultimate Ability:
Reap - All defending troops (not including heroes) in the city die instantly and are not respawned as skeletons, as even Hades knows better than to cross her. Barracks are also unable to produce troops for a short period of time afterwards (hence duration time). Good for just the moment when you might be overwhelmed or need a slight reprieve to manoeuvre. A similar end as Hawk Storm, though it totally wipes all troops out, doesn't damage buildings, and doesn't have the same long lasting protection.
Duration: 0.5 - 6.5 seconds
Temple:
Health: 4,000 - 53,000
Growth: Temple spaces cannot be cleared. When destroyed, temples are replaced by an indestructible patch of plants. This effect is not reversible when Demeter temple is destroyed.
House:
Health: 500 - 7600
Growth: Adjacent buildings and spaces are covered in vines and other such plant things, offering a thin layer of protection that continually grows stronger and repairs itself when damaged until the house is taken out. Repairs only apply to growth, not the building itself. The base health of the growth would increase more slowly than the upper range. It would act like a cross between a Poseidon and Apollo house. Is not based on strength of adjacent buildings.
Plant Health: 100 - 300 --> 1000 - 7000
Increase/Healing: 2.5%/sec --> 7%/sec
(For example, at level 1 with a 2.5% increase level with base 100, the growth would grow approximately 3 health every second, compounding to reach full potential, assuming no damage taken, in around one minute. Pardon my math on that one in case it is wrong.)
While not perfect, I do hope it stirs some sort of conversation around this forgotten gem. Please, do give comments and advice if there is any you care to give. I am far from a game developer and have tried to match these to the strengths of other abilities, but that is no guarantee these would work.
Demeter
Appearance: Whatever you will. Incorporate wheat somewhere, obviously. A preferably more natural fibre looking outfit in more earth tones with highlights of gold and a more flowing look. Capes are always appreciated (poor Hades is swishing all alone).
Weapon: A scythe, but with a glowing ranged energy orb like Aphrodite, Hades, Hermes, etc.
Concept: She's a ranged god who turns the world against her enemies.
Beginning Statistics:
Health - 7100 - 77,000
Strength - 190 - 3,900
Attack Rate - 1s
Range - 550
Speed - 19
Abilities:
1 Alt - Harvest - Demeter brings forth spawning patches of wheat fields in empty spaces around her that enemies cannot move through (similar to decorations that must be destroyed and distract troops). They remain in place until destroyed by defenders. Acting as a distraction method, I imagine the range would be rather short and the fields having a time they can pop up. In the vein of decorations, each field would have somewhere between 50 - 150 health. The power and unit health would increase at a higher rate than the area increases and recharge decreases.
(An alternative concept to this would be a lesser version of the number of fields created, but have them be indestructible/unnoticed by troops and have defenders able to pass through them, but slow the speed of those units passing through by a certain amount while they are in the fields.)
Power: 500 - 7500
Unit Health: 50 - 250
Area: 800 - 1300
Recharge: 14 seconds
1 Alt - Spring - Demeter brings good health and plentiful food to those around her with the coming of spring. The gods and men around her regain their vigour and enjoy the fruits of springtime. All attackers within her radius gain a small percentage of their health back each second they are in range. Harvest might be a bit complicated, so this is a simpler alternative power. A less powerful version of healing light, this would have an effect on all troops in a range based on a percentage of health.
Power: 0.1%/sec - 0.85%/sec
Area: 800 - 1600
Duration: 5 - 9 seconds
Recharge: 14 Seconds
2 - Frost/Winter - Demeter curses the buildings of the city with a freezing frost of winter, causing them to stop working for a short period of time. They are not permanently converted like with Aphrodite and not damaged like with rot, but a slow spreading effect stops them from shooting fire/arrows/boulders/etc. or spawning troops. Would not have an impact on monuments or houses. As more buildings are changed, the spread is random. The range would increase most quickly, followed by the power and duration.
Power: 1 - 7 buildings
Range: 250 - 900
Duration: 5 Seconds - 8.5 seconds
Recharge: 14 seconds - 10 seconds
Ultimate Ability:
Reap - All defending troops (not including heroes) in the city die instantly and are not respawned as skeletons, as even Hades knows better than to cross her. Barracks are also unable to produce troops for a short period of time afterwards (hence duration time). Good for just the moment when you might be overwhelmed or need a slight reprieve to manoeuvre. A similar end as Hawk Storm, though it totally wipes all troops out, doesn't damage buildings, and doesn't have the same long lasting protection.
Duration: 0.5 - 6.5 seconds
Temple:
Health: 4,000 - 53,000
Growth: Temple spaces cannot be cleared. When destroyed, temples are replaced by an indestructible patch of plants. This effect is not reversible when Demeter temple is destroyed.
House:
Health: 500 - 7600
Growth: Adjacent buildings and spaces are covered in vines and other such plant things, offering a thin layer of protection that continually grows stronger and repairs itself when damaged until the house is taken out. Repairs only apply to growth, not the building itself. The base health of the growth would increase more slowly than the upper range. It would act like a cross between a Poseidon and Apollo house. Is not based on strength of adjacent buildings.
Plant Health: 100 - 300 --> 1000 - 7000
Increase/Healing: 2.5%/sec --> 7%/sec
(For example, at level 1 with a 2.5% increase level with base 100, the growth would grow approximately 3 health every second, compounding to reach full potential, assuming no damage taken, in around one minute. Pardon my math on that one in case it is wrong.)
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